onno van braam
computer graphics, webdevelopment

Tutorials

Polygon Modeling 5: Techniques I

Polygon Modeling 5: Techniques I

Now that we have covered most of the available tools in each sub-object, it is time to apply them. Yet we will not apply them to a specific modeling problem just yet, such as modeling a wheel rim. Why not? Because it's time to understand the interaction between your Editable Poly and MeshSmooth. This interaction can be be delicate at times and at other times it works completely logical.
Depth of Field

Depth of Field

This tutorial will describe how to use the Lens Blur filter in PhotoShop on your renders, using a ZDepth pass.
Making of... Shelby Mustang GT500 Wheel

Making of... Shelby Mustang GT500 Wheel

A step by step description of the modeling, texturing and lighting setup of a 2007 Mustang GT500 wheel.
Composite Maps

Composite Maps

This tutorial will describe how to use composite maps in 3D Studio Max. Composite maps are a different way of putting decals/logo's on your object, other than having to unwrap it and make large bitmaps in PhotoShop.
The Process of Modeling a Car

The Process of Modeling a Car

In this tutorial I will try to describe and explain, as far as possible, the process of modeling a car. Do mind: the process, so an overview of the steps I would undertake, not the details of how to model a rear spoiler, or front bumper... Be prepared for a lot of text and very little images!
Spline Car Modeling

Spline Car Modeling

This tutorial is a description of how splines work in 3D Max; how to make a spline cage that works the way you want it, with the Surface modifier.
A Rubber Boat

A Rubber Boat

An old school, from back-in-the-days, describing step by step how to model a rubber boat.
Polygon Modeling 9: Car Tyres

Polygon Modeling 9: Car Tyres

Modeling car tyres is a polygon eating exercise (you end up with quite a few in the end), but definately worth it if you want to make a realistic looking car: using bump maps for threads is a bit too obvious.
Polygon Modeling 8: Car Rims

Polygon Modeling 8: Car Rims

Modeling car rims is actually fairly easy and straightforward. This is because there always is some sort of symmetry, always. Whether it be point-, line- or suface-symmetry, there's always one or a combination. This will reduce modeling difficulty and effort tremendously, since Max has, since version 5, the Symmetry modifier which is very handy.
Polygon Modeling 7: Car Body

Polygon Modeling 7: Car Body

The modeling of the body of a car can almost always be sliced up into different parts, literally and figuratively speaking. Litereally because most of the time the front and rear bumpers, the entire 'cockpit', mirrors etc. are all loose parts. Figuratively because when you model it, it can be done in steps: first a rough simple (but rightly shaped!) basis and then the refinements, such as chamfering edges and making the creases.
Polygon Modeling 6: Techniques II

Polygon Modeling 6: Techniques II

More techniques and procedures will be explained in this tutorial. And also problems you could encounter when applying the explained techniques.
Blueprint Setup

Blueprint Setup

A tutorial on how to setup blueprints in 3ds Max so that they can be used as reference for modeling.
Polygon Modeling 4: Polygon Sub-Object

Polygon Modeling 4: Polygon Sub-Object

In this tutorial, I will try to explain all options available when modeling in the polygon sub-object.
Polygon Modeling 3: Edge Sub-Object

Polygon Modeling 3: Edge Sub-Object

In this tutorial, I will try to explain all options available when modeling in the edge sub-object.
Polygon Modeling 2: Vertex Sub-Object

Polygon Modeling 2: Vertex Sub-Object

In this tutorial, I will try to explain all options available when modeling in the vertex sub-object. It may look like just a long list, but I'll will try to explain when a certain modeling action in the VSO is useful and give examples of when you could use it.
Polygon Modeling 1: Introduction

Polygon Modeling 1: Introduction

The introductionary tutorial of the Polygon Modeling series. A must read if you make any of the other's: it explains the mindset and jargon / abbreviations used.
Multi/Sub-Object

Multi/Sub-Object

A tutorial on how to apply multiple materials to a single object in an organized fashion.
Map Channels

Map Channels

An explanation of what the idea behind Map Channels is and how they work by making a tire with two materials that needed different UVW maps.
Introduction to Splines

Introduction to Splines

Splines are a powerful modeling tool, which has it's pro's and con's, but for me until now, I have found mainly pro's. Modeling with splines is very different from box/polymodeling, but in the end the results will be much alike.
Flat Mirror

Flat Mirror

Another old school tutorial; basically how to make a reflective tutorial. Only still here for old times' sake.
Making a Complete Tyre

Making a Complete Tyre

A step by step tutorial on how to make a tyre shape and a simple rim, including some basic texturing and UVW mapping.
Car Mapping

Car Mapping

In this tutorial I'll try to give an impression of how I apply textures to my cars. It's very simple once you get it, really.